PhysicallyBasedMaterial constructor
PhysicallyBasedMaterial({})
Creates a PBR material with the given textures.
All textures are optional; missing textures are replaced with neutral placeholders at draw time. Per-channel scaling factors (e.g. metallicFactor, roughnessFactor) default to neutral and can be tweaked after construction.
Implementation
PhysicallyBasedMaterial({
gpu.Texture? baseColorTexture,
gpu.Texture? metallicRoughnessTexture,
gpu.Texture? normalTexture,
gpu.Texture? emissiveTexture,
gpu.Texture? occlusionTexture,
this.environment,
}) : _baseColorSource = baseColorTexture,
_metallicRoughnessSource = metallicRoughnessTexture,
_normalSource = normalTexture,
_emissiveSource = emissiveTexture,
_occlusionSource = occlusionTexture {
setFragmentShader(baseShaderLibrary['StandardFragment']!);
}